Battle Control Method for Game Objects, and Computer-Readable Storage Medium and Intelligent Terminal

ABSTRACT

A combat control method for a game object, a computer readable storage medium, and an intelligent terminal are provided. The combat control method includes: configuring a game object, where the game object includes first game units and second game units; configuring an arrangement area for the game object, where the arrangement area has n accommodation units for accommodating each game object in a horizontal direction, and m accommodation units for accommodating each game object in a vertical direction; obtaining a first arrangement column by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column; and obtaining second arrangement columns by separating along the vertical direction in the arrangement area that do not overlap the first arrangement column, and placing the second game units in second arrangement columns to form a combat lineup. In the technical solution, deployment space may be fully utilized, and the game object may be quickly configured for a game player, thus improving game experience.

TECHNICAL FIELD

The present disclosure relates to a field of game control, and inparticular, to a combat control method for a game object, a computerreadable storage medium, and an intelligent terminal.

BACKGROUND

With rapid development of an intelligent terminal, it is becoming morecommon for users to use the intelligent terminal to perform variousoperations. It is especially common to use the intelligent terminal toplay games. Taking SLG (simulation game) as an example, a player needsto deploy his own heroes and soldiers to experience strategic attributesof the simulation game before engaging in game battles.

When troops are deployed to form an array, for different attributes andcharacteristics of different types of soldiers in the game, a size ofthe troops, that is, a number of rectangular grids occupied by thetroops may vary. When each of heroes or soldiers is joined the game, theeach of heroes or troops is arranged in an order according to defaultarray priority until the rectangular grids are occupied. For example, inorder to deploy the soldiers as close to a center position as possible,the soldiers may be deployed in the center position with priority untilthere is no place for deploying new soldiers. However, because most ofthe troops are long-striped, and the rectangular grids occupied bydifferent types of troops are inconsistent, the troops cannot bedeployed in a reasonable way, leading to unreasonable use of space. Whenthere are a large number of troops and heroes, there are vacancies in adeployment space, but the positions of heroes or soldiers cannot beadjusted if the existing soldiers already in the array are not moved.For the game player, battle experience is not good and time of theplayer is wasted.

Therefore, a new method of combat control for a game object is needed toconfigure a lineup of the game object within the game applicationprogram in a quick and automatic way, in order to utilize the deploymentspace with maximum efficiency.

SUMMARY

In order to overcome the above technical deficiencies, some embodimentsof the present disclosure provide a combat control method for a gameobject, a computer readable storage medium, and an intelligent terminal,which makes full use of deployment space and can quickly help a gameplayer to configure the game object and improve game experience.

The present disclosure discloses a combat control method for a gameobject, including the following steps: configuring at least one gameobject, where the at least one game object comprises a first game unitsand b second game units, where a size of a first game unit is p^(∗)p,each second game unit comprises c operation units, and a size of theeach second game unit is x^(∗)y; configuring an arrangement area for theat least one game object, where the arrangement area has n accommodationunits for accommodating the at least one game object in a horizontaldirection, and m accommodation units for accommodating the at least onegame object in a vertical direction, so that a size of the arrangementarea is m^(∗)n; obtaining a first arrangement column of horizontaldimension p by separating along the vertical direction in thearrangement area, and placing the first game units in the firstarrangement column, where a distance between an edge of the firstarrangement column along the vertical direction and a closest edge ofthe arrangement area along the vertical direction z≥x; and obtaining bsecond arrangement columns of horizontal dimension x by separating alongthe vertical direction in the arrangement area, and placing the eachsecond game unit in the second arrangement columns to form a combatlineup, where the second arrangement columns do not overlap the firstarrangement column, where a, b, c, p, x, y, m, n, z ∈ N^(∗), and a^(∗)p≤ m, b^(∗)y ≤ m.

In some embodiments, obtaining the first arrangement column ofhorizontal dimension p by separating along the vertical direction in thearrangement area, and placing the first game units in the firstarrangement column includes: obtaining the first arrangement column ofhorizontal dimension p by separating along the vertical direction in thearrangement area; classifying the first game units into first attributeunits and second attribute units according to an attribute type; placingone of the first attribute units in the first arrangement column alongan orientation direction of the game object, and placing one of thesecond attribute units in the first arrangement column opposite to theorientation direction of the game object; placing another one of thefirst attribute units in the first arrangement column along theorientation direction of the game object, and pushing the one of thefirst attribute units to move along the orientation direction of thegame object; and placing another one of the second attribute units inthe first arrangement column opposite to the orientation direction ofthe game object, and pushing the one of the second attribute units tomove opposite to the orientation direction of the game object, until thefirst attribute units and the second attribute units are all placed inthe first arrangement column.

In some embodiments, obtaining b second arrangement columns ofhorizontal dimension x by separating along the vertical direction in thearrangement area, and placing the each second game unit in the secondarrangement columns to form the combat lineup includes: obtaining bsecond arrangement columns of horizontal dimension x by separating alongthe vertical direction in the arrangement area, where the secondarrangement columns do not overlap the first arrangement column;classifying the operation units into third attribute units and fourthattribute units according to an attribute type; placing one of the thirdattribute units in a second arrangement column along an orientationdirection of the game object, and placing one of the fourth attributeunits in the second arrangement column opposite to the orientationdirection of the game object; placing another one of the third attributeunits into the second arrangement column along the orientation directionof the game object, and pushing the one of the third attribute units tomove along the orientation direction of the game object; and placinganother one of the fourth attribute units in the second arrangementcolumn opposite to the orientation direction of the game object, andpushing the one of the fourth attribute unit to move opposite to theorientation of the game object, until the third attribute units and thefourth attribute units are all placed in the second arrangement column.

In some embodiments, the distance between the edge of the firstarrangement column along the vertical direction and the closest edge ofthe arrangement area along the vertical direction z=n-p-c^(∗)x; and thecombat control method further includes: adjusting a position of thefirst game unit or a position of a second game unit in the arrangementarea based on an operation instruction.

In some embodiments, adjusting the position of the first game unit orthe position of the second game unit in the arrangement area based onthe operation instruction includes: controlling the arrangement area tobe in a locked state in an interaction interface of an applicationprogram running with the game object; receiving, by an intelligentterminal running the application program, the operation instruction, anddetermining a sliding start point and a sliding end point of theoperation instruction on a screen of the intelligent terminal; moving acorresponding game object under a position of the sliding start point toa position of the sliding end point; and saving a final position of thegame object based on a confirmation instruction.

In some embodiments, the method further includes: controlling, based ona combat process confirmation instruction, game objects comprising atleast a game object in a first combat lineup and a game object in asecond combat lineup to enter a combat state; controlling a first gameobject in the first combat lineup to point to a second game object inthe second combat lineup to form a first combat group, and controlling athird game object in the first combat lineup to point to a fourth gameobject in the second combat lineup to form a second combat group, untileach game object in the first combat lineup or in the second combatlineup is configured with a pointed game object; and calculating acombat result of each combat group, and pointing the game object with awinning combat result in the first combat lineup to the game object witha winning combat result in the second combat lineup, to form a secondarycombat group, until the game objects in either the first combat lineupor the second combat lineup are all defeated.

In some embodiments, calculating the combat result of each combat group,and pointing the game object with the winning combat result in the firstcombat lineup to the game object with the winning combat result in thesecond combat lineup, to form the secondary combat group, until the gameobjects in either the first combat lineup or the second combat lineupare all defeated includes: calculating the combat result of each combatgroup; entering, by the game object with the winning combat result inthe first combat lineup, a waiting state, until the game object with thewinning combat result in the second combat lineup appears; and thecombat control method further includes: adding new game objects to thefirst combat lineup or the second combat lineup based on a game objectadjustment instruction .

In some embodiments, in response to a number of the game objects in thefirst combat lineup is greater than a number of the game objects in thesecond combat lineup, some of the game objects in the first combatlineup are controlled to be idle game objects; and in response to thegame object with the winning combat result in the second combat lineupappears, one of the idle game objects is randomly selected or selectedbased on battle logic to point to the game object with the winningcombat result in the second combat lineup.

The present disclosure further discloses a computer-readable storagemedium having a computer program stored thereon, and the computerprogram is executed by the processor to perform any one of the abovemethods.

The present disclosure still further discloses an intelligent terminal,including a memory, a processor, and a computer program stored on thememory and running on the processor, and the computer program isexecuted by the processor to perform any one of the above methods.

With adoption of the above technical solution, the following beneficialeffects are achieved compared to the related art.

-   1. When the game object in the game application program is arranged    in a manner of automatic deployment, the game objects can be quickly    arranged in best position, and space in the arrangement area of the    lineup can be saved as much as possible.-   2. During a lineup configuration, an operation of moving the game    object is simpler, and a mis-operation can be reduced.-   3. During a combat, combat time can be shortened, a game process can    be speeded, thus improving the user experience.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a schematic flowchart of a combat control method for a gameobject in accordance with the present disclosure; and

FIG. 2 is a schematic diagram of arrangement of the game object inaccordance with the present disclosure.

DETAILED DESCRIPTION OF EMBODIMENTS

Advantages of the present disclosure are described below in detail withreference to accompanying drawings and specific embodiments.

Exemplary embodiments are described in detail herein, and examples ofthe exemplary embodiments are illustrated in the accompanying drawings.Where the following description refers to the drawings, the samenumerals in different drawings refer to the same or similar elementsunless otherwise indicated. The implementations described in theexemplary embodiments below are not intended to represent allimplementations consistent with the present disclosure. On the contrary,they are only examples of apparatuses and methods that are described inthe appended claims in detail and that are consistent with some aspectsof the present disclosure.

The terminology used in the present disclosure is for the purpose ofdescribing particular embodiments only and is not intended to limit thepresent disclosure. The terms “a”, “said”, and “the” of singular formsused in the present disclosure and the appended claims are also intendedto include plural forms, unless otherwise specified in the contextclearly. It should further be understood that, the term “and/or” usedherein indicates and includes any one or all of possible combinations ofone or more associated listed items.

It should be understood that although terms “first”, “second”, “third”and the like may be used in the present disclosure to describe variousinformation, the information is not limited by the terms. These termsare only used to differentiate information of a same type. For example,without departing from the scope of the present disclosure, firstinformation may also be referred to as second information, and similarlythe second information may also be referred to as the first information.Depending on the context, for example, words “if” used herein may beexplained as “while” or “when” or “in response to determining.”

In the descriptions of the present disclosure, it should be understoodthat, directions or positional relationships indicated by terms“vertical”, “horizontal” “up”, “down”, “front”, “back”, “left”, “right”,“vertical”, “horizontal”, “top”, “bottom”, “inside”, “outside”, and thelike are based on directions or positional relationships shown by theaccompanying drawings, which are used only for describing the presentdisclosure and for description simplicity, but do not indicate or implythat an indicated apparatus or element must have a specific orientationor must be constructed and operated in a specific orientation.Therefore, this cannot be understood as a limitation on the presentdisclosure

In the descriptions of the present disclosure, it should be noted thatterms “installation” “joint”, and “connection” should be understood in abroad sense unless there is a specific stipulation and limitation. Forexample, “connection” may be a mechanical connection or an electricalconnection; and may be a connection inside two components, a directconnection, or an indirect connection through an intermediate medium.For persons of ordinary skill in the art, a specific meaning of theforegoing terms in the present disclosure may be understood according toa specific situation.

In the subsequent descriptions, a suffix such as “module”, “component”,or “unit” used to represent an element is merely used to facilitatedescription of the present disclosure, and does not have specificmeanings. Therefore, the “module” and “component” may be interchangedwith each other.

Referring to FIG. 1 , FIG. 1 shows a combat control method for a gameobject in a game application program installed on and running in anintelligent terminal. The game objects may be heroes and different typesof soldiers, such as infantry, cavalry, musketeers, and magicians,controlled by players in the game application program. In someembodiments, the process steps for the combat control method are asfollows.

In S100, at least one game object is configured, where the at least onegame object includes a first game units and b second game units.

The at least one game object may have different types of game objects.For example, when a game object is a hero, the hero may be a melee hero,such as a fighter, a warrior, an assassin, etc., or a long-range hero,such as an archer, a magicians, a gunmen, etc.. When the game object isa soldier, the soldier may be an infantry, a cavalry, a musketeer, amagician etc., as described above. Therefore, in an example, the gameobject includes multiple first game units, which are heroes in thisexample, such as a first game units, and multiple second game units,which are corps in this example, such as b second game units.

When a lineup of the game object is configured in combat, the gameobject needs to be placed selectively. For a first game unit, a size ofthe first game unit may be p^(∗)p. Each second game unit includes coperation units. A size of the each second game unit is x^(∗)y. p, x, yare a number of grids occupied by the first game unit and the secondgame unit in a horizontal or vertical direction.

In S200, an arrangement area for the game object is configured, wherethe arrangement area has n accommodation units for accommodating eachgame object in a horizontal direction, and m accommodation units foraccommodating each game object in a vertical direction, so that a sizeof the arrangement area is in m^(∗)n.

In the game application program, an interaction interface is presented,which shows the arrangement area indicating where and how the gameobjects may be arranged. For example, some game objects are arranged infront and some other game objects are arranged behind etc., in order toenrich player experience of a strategy game application program. Thearrangement area is rectangular in shape, with n accommodation units inthe horizontal direction and m accommodation units in the verticaldirection, thus having an m^(∗)n architecture for the size of thearrangement area. Each accommodation unit may be the smallest grid inthe arrangement area, and the game object may occupy one or more gridsin order to be accommodated in the arrangement area. It is understoodthat, in order to place more first game units and more second gameunits, n and m may be greater than or much greater than p, x, and y, sothat multiple first game units and multiple second game units may beplaced in the horizontal direction or the vertical direction. Forexample, the arrangement area may be 7^(∗)5 in size, while the firstgame unit may be 2^(∗)2 in size, and the second game unit may be 2^(∗)3in size.

In S300, a first arrangement column of horizontal dimension p isseparated along the vertical direction in the arrangement area, and thefirst game unit is arranged in the first arrangement column, where adistance between an edge of the first arrangement column along thevertical direction and a closet edge of the first arrangement column zis not smaller than x, that is z≥x.

The first game unit and the second game unit may be placed sequentiallyinto the arrangement area as required. Specifically, the first gameunit, such as a hero, is assigned a higher priority and is placed in thearrangement area first. For the first game unit, the first arrangementcolumn of horizontal dimension p is separated along the verticaldirection in the arrangement area. Being separated in this example doesnot refer to a configuration that the first arrangement column isremoved from the arrangement area and is separated from other parts ofthe arrangement area, but rather a configuration in which multipleconsecutive columns of horizontal widthp in the arrangement area areselected and combined to form the first arrangement column, preferablywith the first arrangement column being highlighted or indicated withouta mark. After the first arrangement column is determined, the first gameunit may be placed in the first arrangement column. That is, when anumber of the first game units is large, the first game unit are alignedand arranged in the vertical direction to save space in the arrangementarea and prevent wasting space in a staggered arrangement.

In some embodiments, the edge of the first arrangement column along thevertical direction specifically refers to a vertical boundary, and adistance between the edge of the first arrange column along the verticaldirection and the closet edge of the arrangement area along the verticaldirection z is not smaller than x, that is z≥x. In this way, when thesecond game unit is subsequently arranged, multiple second game unitsmay still be placed in the space between the edge of first arrangementcolumn along the vertical direction and the edge of the arrangement areaalong the vertical direction, so that space is further saved.

In S400, b second arrangement columns of horizontal dimension x areseparated along the vertical direction in the arrangement area that donot overlap the first arrangement column, and each second game unit isplaced in the second arrangement column to form a combat lineup.

After the first game units are placed, the second arrangement columnscontinue to be separated in the arrangement area along the verticaldirection. The second arrangement columns are configured as a space forplacing the second game units. Therefore, the second arrangement columnsdo not overlap the first arrangement column. That is, for verticalcolumns other than the first arrangement column in the arrangement area,multiple, in particular, b second arrangement columns of dimension x areseparated, so that all the second game units may be placed in the secondarrangement columns. It may be understood that, when placing the secondgame unit, since there is more than one second arrangement column, theoperation units may be randomly placed, or the operation units belongingto a same second game unit may be placed in a same column. Finally, aplacement of the first game units and the second game units togetherform a combat lineup as required in a combat.

In any of the above embodiments, a, b, c,p, x, y, m, n, z ∈ N^(∗), sothat the first game unit and the second game unit may not occupy all theaccommodation units, and a^(∗)p ≤ m, b^(∗)y ≤ m. Thus, according to apre-battle arrangement control method in these embodiments, thearrangement area is just filled in the vertical direction, or one or twocolumns of unoccupied accommodation units are left for subsequentadjustment of the first game unit and the second game unit.

Taking a=3, b=4, p=2, c=12, x=6, y=2, n=21, m=10 as an example, that is,the game objects in this example includes three first game units such asheroes and four second game units such as corps, a size of the hero is2^(∗)2, and the corps includes 12 operation units such as soldiers, sothat a size of the corps is 6^(∗)2. When the game objects need to bearranged in an arrangement area of 21 ^(∗) 10, a first arrangementcolumn with horizontal dimension of 2 grids may be separated in thevertical direction, the heroes may be placed in the first arrangementcolumn from top to bottom or from bottom to top. A distance between theedge of the first arrangement column along the vertical direction andthe closet edge of the arrangement area z is not smaller than 6, thatis, z≥6. Afterwards, four second arrangement columns with horizontaldimension of 6 grids, which do not overlap the first arrangement column,may be separated in the vertical direction. A combat lineup may beformed after the corps are placed in the second arrangement column. Itmay be understood that, the corps may be arranged close to the heroes,and the corps may be placed side by side in the vertical direction. Thatis, a number of laid out second arrangement column may be 3 or 2.

Referring to FIG. 2 after adopting the above technical solution, whenthe game player is experiencing the game application program and needsto arrange the game objects under his control, the game objects may beplaced automatically in the game application program if an automaticdeployment function is adopted. The game objects such as the heroes andthe soldiers are placed according to the size of the arrangement area,in which a placement position may be closest to a desired placement ofthe game player. On one hand, the arrangement area may be highlyutilized. On the other hand, the first game units may be centralized inthe center to meet needs of the game player.

In some embodiments, S300 specifically includes steps as follows.

In S310, a first arrangement column of horizontal dimension p may beseparated along the vertical direction in the arrangement area.

In S320, the first game units may be classified into first attributeunits and second attribute units according to an attribute type.

The first game units may be classified into the first attribute unitsand the second attribute units, third attribute units, or more types. Insome embodiments, for example, the first game units may be classifiedaccording to different types of heroes, such as a melee hero and along-range hero.

In S330, one of the first attribute units may be placed in the firstarrangement column along an orientation direction of the game object,and one of the second attribute units may be placed in the firstarrangement column opposite to the orientation direction of the gameobject.

Positions of some game units in the game application program may belimited. For example, the melee hero may be placed in the front and thelong-range hero may be placed in the back. Therefore, a process ofplacing the first game units with different attributes may be different,that is, the first attribute unit may be placed in the first arrangementcolumn along the orientation direction of the game object, and thesecond attribute unit may be placed in the first arrangement columnopposite to the orientation direction of the game object, so that themelee hero may be preferentially arranged in the front, and thelong-range hero may be preferentially arranged in the back.

In S340, another first attribute unit may be placed in the firstarrangement column along the orientation direction of the game object,and the one of the first attribute units is pushed to move along theorientation direction of the game object.

When another long-range hero needs to be placed in the first arrangementcolumn, that is, when placing another first attribute unit in the firstarrangement column along the orientation direction of the game object,the another first attribute unit that subsequently enters the firstarrangement column pushes a previous one of the first attribute units tomove along the orientation direction of the game object, since theprevious one of the first attribute units has been placed in the firstarrangement column. The first attribute units of a same type may becontinuously arranged, for example by using a floating method.

In S350, another second attribute unit may be placed in the firstarrangement column opposite to the orientation of the game object, andthe one of the second attribute units may be pushed to move opposite tothe orientation of the game object, until first attribute units andsecond attribute units are all arranged in the first arrangement column.

When another melee hero needs to be placed in the first arrangementcolumn, that is, when placing another second attribute unit in the firstarrangement column opposite to the orientation of the game object, theanother second attribute unit that subsequently enters the firstarrangement column pushes a previous one of the second attribute unitsto move opposite to the orientation of the game object, since theprevious one of the second attribute units has been placed in the firstarrangement column. That is, the previous second attribute units aregradually pushed backwards. The second attribute units of a same typemay be continuously arranged, for example by using a sinking method.

In some embodiments, S400 specifically includes steps as follows.

In S410, b second arrangement columns of horizontal dimension x may beseparated along the vertical direction in the arrangement area that donot overlap the first arrangement column.

In S420, the operation units may be classified into third attributeunits and fourth attribute units according to the attribute type.

The operation units may be classified into the third attribute units andthe fourth attribute units, or more types. In some embodiments, forexample, the operation units or the second game units may be classifiedaccording to different types of soldiers, such as a melee soldier and along-range soldier.

In S430, one of the third attribute units may be placed in the secondarrangement column along the orientation direction of the game object,and one of the fourth attribute units may be placed in the secondarrangement column opposite to the orientation direction of the gameobject.

Positions of some game units in the game application program may belimited. For example, the melee soldier may be placed in the front, andthe long-range soldier may be placed in the back. Therefore, a processof placing the second game units with different attributes may bedifferent, that is, the third attribute unit may be arranged in thesecond arrangement column along the orientation direction of the gameobjects, and the fourth attribute unit may be arranged in the secondarrangement column opposite to the orientation direction of the gameobject, so that the melee soldier may be preferentially arranged in thefront, and the long-range soldier may be preferentially arranged in theback.

In S440, another third attribute unit may be placed in the secondarrangement column along the orientation direction of the game object,and the one of the third attribute units is pushed to move along theorientation direction of the game object.

When another long-range soldier needs to be placed in the secondarrangement column, that is, when placing another third attribute unitin the second arrangement column along the orientation direction of thegame object, the another third attribute unit that subsequently entersthe second arrangement column pushes a previous one of the thirdattribute units to move along the orientation direction of the gameobject, since the previous one of the third attribute units has beenplaced in the second arrangement column. The third attribute units of asame type are continuously arranged, for example by using the floatingmethod.

In S450, another fourth attribute unit may be placed in the secondarrangement column opposite to the orientation of the game object, andthe one of the fourth attribute units may be pushed to move opposite tothe orientation of the game object, until third attribute units andfourth attribute units are all arranged in the second arrangementcolumn.

When another melee soldier needs to be placed in the second arrangementcolumn, that is, when placing another fourth attribute unit in thesecond arrangement column opposite to the orientation of the gameobject, the another fourth attribute unit that sequentially enters thesecond arrangement column pushes a previous one of the fourth attributeunits to move opposite to the orientation of the game object, since theprevious one to the fourth attributes has been placed in the secondarrangement column. That is, the previous fourth attribute units may begradually pushed backwards. The fourth attribute units of a same typemay be continuously arranged, for example by using the sinking method.

In some embodiments, the distance between the edge of the firstarrangement column along the vertical direction and the closet edge ofthe arrangement area z=n-p-c^(∗)x. Therefore, a horizontal length n ofthe arrangement area may be greater than or equal to (c+1)^(∗)x+p.Further, the combat control method further includes steps as follows.

In S500, a position of the first game units or the second game units maybe adjusted in the arrangement area based on an operation instruction.

After an automatic deployment, the game player may be also provided withan interface for manual adjustment in the game application program. Thegame player may send an operation instruction to the intelligentterminal. Based on the operation instruction, the position of the firstgame units or the second game units in the arrangement area may beaccordingly adjusted. Final positions of the first game units and thesecond game units may be determined after the adjustment.

In some embodiments, S500 includes steps as follows.

In S510, the arrangement area may be controlled in a locked state in aninteraction interface of an application running with the game object.

The interaction interface of the intelligent terminal running the gameapplication program may be in a locked state. Generally speaking, whenthe game player inputs instructions to the interaction interface, heneeds to input two instructions. A first instruction may be to select agame object that he expects to move. For example, select by tapping, soas to distinguish from that the intelligent terminal recognizes theinstruction as sliding on the interaction interface, or switching thecamera, etc. A second instruction may be to move the game object. Inthis example, the interaction interface may be adjusted to a wide angle,that is, the arrangement area and all the game objects may be displayedon the interaction interface. In addition, the interaction interface maybe controlled to be in the locked state. A user’s operation on theinteraction interface may not be recognized as an operation of dragginga viewpoint.

In S520, the intelligent terminal running the application program mayreceive the operation instruction, and determine a sliding start pointand a sliding end point of the operation instruction on a screen of theintelligent terminal.

In the locked state, a sliding of the user on the intelligent terminalmay be recognized as an operation instruction pointing to theintelligent terminal running the application program, and the slidingstart point and the sliding end point of the operation instruction onthe screen of the intelligent terminal may be recognized. If theoperation instruction is tapping or double-tapping, the sliding startpoint and the sliding end point may be at a same position.

In S530, a corresponding game object under a position of the slidingstart point may be moved to a position of the sliding end point.

This operation instruction may correspond directly to an adjustment ofthe game object. Therefore, the game object may be moved to a positioncorresponding to the sliding end point. This operation instruction maynot be recognized as an adjustment of the viewpoint or a dragging of theinteraction interface.

In S540, a final position of the game object may be saved based on aconfirmation instruction.

In some embodiments, the combat control method may further include acontrol method in a combat. The control method may specifically includesteps as follows.

In S600, the game objects including at least game objects in a firstcombat lineup and game objects in a second combat lineup may becontrolled to enter a combat state, based on a confirmation instructionin combat process.

Based on the combat process confirmation instruction formed by theuser’s confirmation of the lineup, the game objects in a lineup of onegame player and the game objects in a lineup of the other game playermay be configured to fight with each other. That is, the lineup of theone game player may be the first combat lineup, while the lineup of theother game player may be the second combat lineup, where all gameobjects may enter a state of fighting with each other.

In S700, a first game object in the first combat lineup may becontrolled to point to a second game object in the second combat lineupto form a first combat group, and a third game object in the firstcombat lineup may be controlled to point to a fourth game object in thesecond combat lineup to form a second combat group, until each gameobject in the first combat lineup or in the second combat lineup may beconfigured with a pointed game object.

All game objects that are available for battle in the first combatlineup may be grouped. For example, the first combat lineup may includeunits in groups A, B, C, D, and E. The units in group A may be definedas the first game object, and so on. Likewise, the game objectsavailable for battle in the second combat lineup may be all grouped. Forexample, the second combat lineup may include units in groups F, G, andH. After a grouping is completed, combat pointing may be configured foreach game object in a one-to-one correspondence manner. That is, thefirst game object may point to the second game object in the secondcombat lineup to form the first combat group, and the third game objectin the first combat lineup may point to the fourth game object in thesecond combat lineup to form the second combat group. For example, groupA may point to group F, group B may point to group G, and group C maypoint to group H. In this case, all the second game objects of thesecond combat lineup may have respective battle targets, and the combatpointing may be over.

In S800, a combat result of each combat group may be calculated, and thegame object with a winning combat result in the first combat lineup maybe pointed to the game object with a winning combat result in the secondcombat lineup to form a secondary combat group, until all game objectsin either the first combat lineup or the second combat lineup aredefeated.

The combat result of each combat group may be calculated, such as, whichgame objects in the first combat lineup won and which game objects inthe first combat lineup lose. For the game object in the first combatlineup with a winning combat result, a second round of battle may becarried out. That is, the game object in the first combat lineup withthe winning combat result may point to the game object in the secondcombat lineup with the winning combat result, to form the secondarycombat group, and the combat may continue. And so on until all gameobjects in either the first combat lineup or the second combat lineupare defeated. Through the above configuration, there is no need to waitfor a previous combat group to complete the combat before starting anext combat group, compressing combat execution time by combat inparallel.

Further, S800 specifically includes steps as follows.

In S810, a combat result of each combat group may be calculated, and thegame object with the winning combat result in the first combat lineupmay enter a waiting state, until the game object with the winning combatresult in the second combat lineup appears.

If a combat result and battle performance of one combat group has ended,and a game object in the first combat lineup won, and a combat result orbattle performance of other combat groups has not ended, or the combatresult or battle performance of the other combat groups has ended, butthe game object in the first combat lineup won, the game object has wonmay have no game object in the second combat lineup to point. In thisregard, the game object with the winning combat result in the firstcombat lineup may be controlled to enter the waiting state, until thegame object with the winning combat result in the second combat lineupappears.

Preferably or optionally, the combat control method further includessteps as follows.

In S900, a new game object may be added to the first combat lineup orthe second combat lineup based on a game object adjustment instruction.

During the combat, in order to enrich a strategy, the game player mayapply, to the intelligent terminal, an instruction of adjusting thenumber of game objects, and add the new game object to the first combatlineup or the second combat lineup, until the game objects in a certaincombat lineup are all defeated.

Preferably or optionally, when a number of game objects in the firstcombat lineup is greater than a number of game objects in the secondcombat lineup, since some game objects in the first combat lineup maynot have combat pointing, these game objects may be controlled to beidle game objects. When the game object with the winning combat resultin the second combat lineup appears, one of the idle game objects may berandomly selected or selected based on battle logic, such as a gameobject with high battle power or a game object with a larger number ofremaining soldiers, to point to the game object with the winning combatresult in the second combat lineup.

In any of the above embodiments, when the combat is multi-party, allgame objects that are not of one party may be selected to match gameobjects of the one party to fight, in a parallel pointing and fightmanner. A matching order may correspond to an order of entering a combatstate. In addition, a number of combat groups may not have an upperlimit. For a game player having many game objects, the game player mayalso be matched with another game player according to the combat controlmethod of embodiments of the present disclosure.

The present disclosure further discloses a computer readable storagemedium on which a computer program is stored, and when the computerprogram is executed by a processor, the above steps are implemented.

The present disclosure further discloses an intelligent terminal,including a memory, a processor, and a computer program stored in thememory and running on the processor, and when the computer program isexecuted by the processor, the above steps are implemented.

The intelligent terminal may be implemented in various forms. Forexample, the terminal described in the embodiments of the presentdisclosure may be an intelligent terminal such as a mobile phone, asmartphone, a notebook computer, a PDA (personal digital assistant), aPAD (tablet computer), a PMP (portable multimedia player), a navigationapparatus, and a fixed terminal such as a digital TV and a desktopcomputer. It is assumed that the terminal is an intelligent terminalbelow. However, persons skilled in the art may understand that aconfiguration according to the embodiments of the present disclosure mayalso be applied to fixed-type terminals, in addition to elementsespecially for movement.

It should be noted that the embodiments of the present disclosure havebetter practicability, and do not limit the present disclosure in anyform. Any person skilled in the art may use technical contents disclosedabove to change or modify into equivalent effective embodiments.However, any modifications or equivalent changes and modifications madeto the above embodiments according to a technical essence of the presentdisclosure, without departing from a content of a technical solution ofthe present disclosure, still fall within a scope of the technicalsolution of the present disclosure.

1. A combat control method for a game object, comprising: configuring at least one game object, wherein the at least one game object comprises a first game units and b second game units, wherein a size of a first game unit is p*p, each second game unit comprises c operation units, and a size of the each second game unit is x*y, configuring an arrangement area for the at least one game object, wherein the arrangement area has n accommodation units for accommodating the at least one game object in a horizontal direction, and m accommodation units for accommodating the at least one game object in a vertical direction, so that a size of the arrangement area is m*n; obtaining a first arrangement column of horizontal dimension p by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column, wherein a distance between an edge of the first arrangement column along the vertical direction and a closest edge of the arrangement area along the vertical direction z≥x; and obtaining b second arrangement columns of horizontal dimension x by separating along the vertical direction in the arrangement area, and placing the each second game unit in the second arrangement columns to form a combat lineup, wherein the second arrangement columns do not overlap the first arrangement column, wherein a, b, c, p, x, y, m, n, z ∈ N^(∗), and a^(∗)p ≤ m, b^(∗)y < m .
 2. The combat control method according to claim 1, wherein obtaining the first arrangement column of horizontal dimension p by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column comprises: obtaining the first arrangement column of horizontal dimension p by separating along the vertical direction in the arrangement area; classifying the first game units into first attribute units and second attribute units according to an attribute type; placing one of the first attribute units in the first arrangement column along an orientation direction of the game object, and placing one of the second attribute units in the first arrangement column opposite to the orientation direction of the game object; placing another one of the first attribute units in the first arrangement column along the orientation direction of the game object, and pushing the one of the first attribute units to move along the orientation direction of the game object; and placing another one of the second attribute units in the first arrangement column opposite to the orientation direction of the game object, and pushing the one of the second attribute units to move opposite to the orientation direction of the game object, until the first attribute units and the second attribute units are all placed in the first arrangement column.
 3. The combat control method according to claim 1, wherein obtaining b second arrangement columns of horizontal dimension x by separating along the vertical direction in the arrangement area, and placing the each second game unit in the second arrangement columns to form the combat lineup comprises: obtaining b second arrangement columns of horizontal dimension x by separating along the vertical direction in the arrangement area, wherein the second arrangement columns do not overlap the first arrangement column; classifying the operation units into third attribute units and fourth attribute units according to an attribute type; placing one of the third attribute units in a second arrangement column along an orientation direction of the game object, and placing one of the fourth attribute units in the second arrangement column opposite to the orientation direction of the game object; placing another one of the third attribute units into the second arrangement column along the orientation direction of the game object, and pushing the one of the third attribute units to move along the orientation direction of the game object; and placing another one of the fourth attribute units in the second arrangement column opposite to the orientation direction of the game object, and pushing the one of the fourth attribute units to move opposite to the orientation of the game object, until the third attribute units and the fourth attribute units are all placed in the second arrangement column.
 4. The combat control method according to claim 1, wherein the distance between the edge of the first arrangement column along the vertical direction and the closest edge of the arrangement area along the vertical direction z=n-p-c*x; and the combat control method further comprises: adjusting a position of the first game unit or a position of a second game unit in the arrangement area based on an operation instruction.
 5. The combat control method according to claim 4, wherein adjusting the position of the first game unit or the position of the second game unit in the arrangement area based on the operation instruction comprises: controlling the arrangement area to be in a locked state in an interaction interface of an application program running with the game object; receiving, by an intelligent terminal running the application program, the operation instruction, and determining a sliding start point and a sliding end point of the operation instruction on a screen of the intelligent terminal; moving a corresponding game object under a position of the sliding start point to a position of the sliding end point; and saving a final position of the game object based on a confirmation instruction.
 6. The combat control method according to claim 1, further comprising: controlling, based on a combat process confirmation instruction, game objects comprising at least a game object in a first combat lineup and a game object in a second combat lineup to enter a combat state; controlling a first game object in the first combat lineup to point to a second game object in the second combat lineup to form a first combat group, and controlling a third game object in the first combat lineup to point to a fourth game object in the second combat lineup to form a second combat group, until each game object in the first combat lineup or in the second combat lineup is configured with a pointed game object; and calculating a combat result of each combat group, and pointing the game obj ect with a winning combat result in the first combat lineup to the game object with a winning combat result in the second combat lineup, to form a secondary combat group, until the game objects in either the first combat lineup or the second combat lineup are all defeated.
 7. The combat control method according to claim 6, wherein calculating the combat result of each combat group, and pointing the game object with the winning combat result in the first combat lineup to the game object with the winning combat result in the second combat lineup, to form the secondary combat group, until the game objects in either the first combat lineup or the second combat lineup are all defeated comprises: calculating the combat result of each combat group; entering, by the game object with the winning combat result in the first combat lineup, a waiting state, until the game object with the winning combat result in the second combat lineup appears; and the combat control method further comprises: adding new game objects to the first combat lineup or the second combat lineup based on a game object adjustment instruction.
 8. The combat control method according to claim 6, wherein in response to a number of the game objects in the first combat lineup is greater than a number of the game objects in the second combat lineup, some of the game objects in the first combat lineup are controlled to be idle game objects; and in response to the game object with the winning combat result in the second combat lineup appears, one of the idle game objects is randomly selected or selected based on battle logic to point to the game object with the winning combat result in the second combat lineup.
 9. A computer-readable storage medium having a computer program stored thereon, wherein the computer program is executed by a processor to perform the method of claim
 1. 10. An intelligent terminal, comprising a memory, a processor, and a computer program stored in the memory and running on the processor, wherein the computer program is executed by the processor to perform the method of claim
 1. 